#arma3_config
1 messages Β· Page 67 of 1
this = "fastFind";
class CfgGesturesMale
{
States = "fastFind";
};
class CfgMovesBasic
{
Actions = "fastFind";
};
class CfgMovesMaleSdr
{
States = "fastFind";
Actions = "fastFind";
};
CfgMagazines = "fastFind";
CfgWeapons = "fastFind";
class CfgVehicles
{
this = "fastFind";
allSubEntries = "fastFind";
};```
:magic:
Is there anything in the aircraft countermeasure config which allows for the actual flare to fall further from the aircraft without dissapearing so fast?
i.e I want the flares to be lit for a bit longer before burning out
@boreal heart Never looked at that area, but I suspect you'll find particles/CfgCloudlet's attached somehow; and they have lifetime settings that could be tweaked.
I don't know if this is the right plase to post this but i will give it a try. When i join my server, there is no spawnpoint's as Civ, but at medic and cop there is? This is my spawnpoint.cfg : http://pastebin.com/933e54yZ
Definitely not the right place, see #arma3_scripting and/or #arma3_scenario
@boreal heart could be also TTL in ammo of the CM
I have a issue. I'm do a FFV, but i want to do a CargoTurret with opportunity turn out (rotate 180 degrees, like in BIS Offroad). I'll done that, but he doesn't rotate...
new in cfgAmmo
minDamageForCamShakeHit = 0.55;
i guess from now on one has to make suggestions or issue reports for Project Argo to get engine changes π
So if we report the tank issue to project argo it might be fixed for arma 3? π
Working on some retextures but I'm a little confused with some filepaths in the original config
They seem to be pointing to a filepath such as
A\B\C\Data\whatever.paa
but the actual folders that I can see are just
C\ Data \ whatever.paa
might I be missing something?
If you create an agent, does it config eventhandlers not fire?
@grim wyvern it generally involves the $PBOPREFIX$
That way the in-addon file structure follows some format the same as on your PC
For example CBA with x/cba/... and z/ace/...
Oh yeah disregard this I figured it out! Thanks βΊ
Nice!
Heey... π anyone familiar with terrains config.cpp?
cause i getting a problem when packing my terrain into a pbo because it tells me i forget a config.bin/cpp for a soundfile that gets defined in the normal config.cpp
config.bin ERROR: there is no config.bin/cpp found for \sounds\rain\rain0.ogg
It's addon name cannot be determined
fixxed it
anyone know good settings for sun/clutter?
https://picload.org/image/raddcgdl/20161114224138_1.jpg late afternoon
late afternoon is fine but midday looks like the grass is toxic
@solar fox Is that with standard lighting?
"standard" is a wide range π because its not from a normal worlds cfg.
i guess
the problem is its in a range from ~10:00-17:00 soo basicly allday
full:
I mean have you changed them; if you're getting that with standard lighting then it's not the lighting that needs changing.
yeah then its the clutter right?
Yeap.
You might want to pastebin the rvmat you're using, the issue might be in that.
its official Arma 3
The other reason to pastebin is that it's a huge wall of text in the channel.
Try to use code blocks (three ''' before and after) or pastebin, it makes things tidier.
sooo rvmats are gone with the update hm?
only for ground textures, look into the #arma3_terrain
but how to define them now?
@balmy sable http://pastebin.com/zw4YddFL thats my new & old rvmat
Just get a sample ground texture RVMAT and replace the _co/_nopx references and put it back into the same spot (or dig up the old .rvmat copies and put them in)
Any info on this? ```
*Added: New config classes of NVGoggles to the list used by ambient animation function, so it handles them properly
Check out BIS_fnc_ambientAnim in the functions viewer or something. It's a function for mission designers to have NPCs standing around performing random animations to look less static. Part of the function removes NVGs if a unit is not wearing a helmet
so they've just added the new Apex NVG types to the list of classes in that function
Hi. I'm learning arma 3 modding by using the arma 3 sample files. The Test_Tank_01 has a "pos driver", "pos driver dir", "pos gunner", "pos gunner dir" and "pos commander", "pos commander dir".
For some reason the "pos driver does not work. The only way to drive is to spawn inside the vehicle, and Im not able to get back in if I exit the tank.
Anybody seen this issue before? Whats wrong?
I have a issue. I'm do a FFV, but i want to do a CargoTurret with opportunity turn out (rotate 180 degrees, like in BIS Offroad). I'll done that, but he doesn't rotate...
@fathom thorn 1. some sample models are bugged (p3d, model.cfg or config) 2. verify driverIn = "anim"; in config
all changes from 1.66 is available now at https://dev.withsix.com/projects/cmb/repository
Redmine
I have an issue that is driving me nuts.. All I'm trying to do is making a tank with a turret that has the same weapons as the AH9 Pawnee(dual gatling guns and dual rocket pods).
the gatling guns work just fine using "memoryPointGun[] = {"konec hlavne","konec hlavne2"};". This makes the tracers come out from two different locations
The problem is the missiles and/or rockets.
When using the named selections "spice rakety" and "konec rakety", I dont even have to do anything in the config. All missiles/rockets fire from that memorypoint.
It seems those named selections overide everything else..
This dont work:
memoryPointLMissile = "Rocket_1";
memoryPointRMissile = "Rocket_2";
memoryPointLRocket = "Rocket_1";
memoryPointRRocket = "Rocket_2";
missileBeg = "Rocket_1";
missileEnd = "Rocket_2";
I also tried this, but that gives me an error:
memoryPointMissile[] = {"Rocket_1", "Rocket_2"};
Whats the difference between memoryPointRocket and memoryPointMissile? I see people use them for both missiles and rockets..
I would also like to fire tank shells from 2 different point. Is that even possible?
sorry this got a little long...
no need beeing sorry. This isnt twitter ^^
i can already answer your last question: no that won't work
cannon shells (they just simulation=shotShell in cfgAmmo) always spawn at the gunbeg gunend memory points of the config. And there you can only set one memorypoint
if you want to fire tank shells from 2 different memory point you have to make the ammo shotBullet. That means however that there will be no recoil. And you can't have coaxial MG, as you need to define the tank barrels in memoryPointGun[]
memorypoint rocket and missile likely use the same that happens for guns/cannons - they use the ammunition's simulation class or ammo config settings to decide which one is which.
i checked out the little bird and there is nothing unordinary there... it has memorypoints rocket_1, rocket_1_dir, rocket_2, rocket_2_dir - idk if the "_dir" thing is required and somehow through some terrible hardcoding implemented into the game...
i personally try to avoid all those czech selections and names wherever possible... you have to be thourough with that though.
Yeah I will, but it seems some of them are hardcoded into the game
thats why i try to avoid them like pest
Is it possible to make a memorypointGun for each weapon then? lets say if I have 3 different types of MG and I want them to fire from 3 different locations. Can that be done?
no thats not possible
ok
unfortunately
which is why i would never bother to make a WW2 plane mod... it just wont work properly with the mixed guns
someone must have tried to make a type of mamoth tank before with two barrels? I'm thinking there must be a way. Either making the same weapon fire from 2 different points, or make 2 different weapons that you must switch between. I can't believe that's not possible xO
like i said - if you define the tank ammo as shotBullet it works (using memorypointGun). I have it on my twin-cannon tank turret
can I have a look at your config? I havent used shotBullet before. I'm quite new to this
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#simulation
usually the simulation classes are defined in the base classes that you generally inherit from. thats why you dont see them in most user configs.
look around for the latest AllinOne config - a file that contains every single class of the game in one file.
very good for checking on base classes and stuff
also likely reason why spice rakety and stuff "somehow" works - its somewhere defined in an old base class that you inherit from
Thanks I'll have a look
you should never change these, but change the base class instead : (
thats bs
think of all the scripts that check isKindOf "Tank" instead of reading the simulation type entry
Tank is just a meaningless class name
the simulation is the important thing. If you need a shotBullet you should inherit from BulletBase or whatever it is
but its a tank shell
it just needs shotBullet to be able to use the multiple memorypoint feature
so if you define it as BulletBase - you make it seem like its just a machine gun bullet to scripts
which it isnt in terms of power and characteristics
ShellBase is for 120 mm cannon rounds
yes, and?
simulation = "shotShell";
what if you have 120mm rounds but you need them to fire from 2 barrels at the same time
you want the script to think its a machine gun bullet by using BulletBase?
???
thats what i could write as well. i have no idea what issue you have with changing shotShell to shotBullet for the different features on special cases
I have it on my twin-cannon tank turret
if you define the tank ammo as shotBullet it works (using memorypointGun)
You should still inherit from BulletBase
because?
what if BI decides to add a new config value that is needed by the simulation and that is then defined in BulletBase and you're missing out on it?
This shit is exactly what kept happening to BWA3 tanks
until I rewrote the configs and made them use proper inheritance
so what? then you change your config and done.
now it's stable each patch
so what? then you change your config and done.
yeah, but the update breaks it
oh bohoo
it's bad design
pretty obvious
not "BS"
he's probably missing out on some config parameters already by just changing simulation instead of using proper base classes
and he has entries that do nothing
it's unnecessary extra work to maintain
think of those who have / want to do it after you stop mainting it yourself
except you contradict yourself - "think of all the scripts that check isKindOf "Tank" instead of reading the simulation type entry" -> if you use BulletBase for the tank shell (due twin-barrel requirement) then "is kind of" thinks its a bullet, not a tank shell.
it's another point, but that is just a trade off
you can't have all the features of tank rounds and twin barrels
I think tank rounds are needed for barrel recoil or something like that?
And that won't work
no
vehicle recoil is caused by shotShell. Barrel recoil is just a vehicle animation
ok. that's what I was thinking of.
it's always a trade off with these things.
But what he wants is more like the AA tanks in the end
that is at least what is achivable
you say "bad design" - which clearly depends on what direction you view it from. Script integrity or "in case BI decides to change shoBullet for the first time in a million years). So no i disagree - there is no "bad design" in this case.
its just compromise in one way or another
bad design. an update might break it
if you use BulletBase you have to redefine all the shit (tracer settings, etc etc)
modders keep crying when updates break shit
but most of the time it's from their shitty design choices
updates can break shit EVEN if proper inheritance is used. mood point
Look at all the crying with 1.66
i dont care
CBA and ACE still work
im not crying
i dont care Β―_(γ)_/Β―
i use the way i said, and it still works Β―_(γ)_/Β― this discussion is wasted time
i agree with you on the base principle, but in this case its not as clear cut
Can I have multiple muzzleflash proxies when using dual guns on my turret? the selectionfireanim cant be used as an array.. and the selection can only be one proxy it seems.....
I solved it π I used the same proxy selection for all the proxes. Just needed to add one for each and its solved.
Another problem I have now is that the muzzleflash looks static while firing. I should flicker right? It just doesnt look good like this
Something about a rotation animation of the muzzle flash
You can set a random rotation around a point in model cfg
^
something like this?
class Animations: Animations {
class zaslehROT_HMG {
type="rotationZ";
source="muzzle_rot_HMG"; // Defined in AnimationSources
sourceAddress="loop";
selection="zasleh3";
axis="usti hlavne3";
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
memory = 1;
};
};
thanks I know where to look now
Take a lookat cups arma port guide on their wiki it tells how to do the flash
ty
I can't for the love of god get my dual rocket pods to work....
None of these approaches works...
memoryPointMissile[] = {
"Rocket_1_L_begin",
"Rocket_1_R_begin"
};
memoryPointMissileDir[] = {
"Rocket_1_L_end",
"Rocket_1_R_end"
};
memoryPointLMissile = "Rocket_1_L_begin";
memoryPointRMissile = "Rocket_1_R_begin";
The missiles fire, but dont go anywhere. They just explode inside my tank. Can anybody help me?
Only way I can get missiles to work is if I use missileBeg and missileEnd, but then they will only fire from one point
@fathom thorn I have nearly the same issue with me static AA, They doesn't fire from where it should be:
https://forums.bistudio.com/topic/199973-cannot-get-a-proxy-missile-working/
some funny bug introduced with 1.66 for rocket simulation: https://www.youtube.com/watch?v=gP-i2_WCLcw
@stoic lily WTF
lol nice vid @stoic lily π
kudos to @south olive for sharing π
yeah had the same on the disposable launcher
something to do with airfriction, set it to 0 or value close to 0 and it will work
dont set airfriction to negative values
you mean positive values? airfriction > 0 would cause it to accelerate normally...
before it was inversed/non working
so yeah, right now you should use negative airFriction values
I had something like this when the physx mass of the missile was 0
negative airfriction: get's slower over time
positive airfriction get's faster over time
although I think the positive ones only work for missiles or something like that
but isnt that what thrust and thrusttime etc is for?
makes no sense to have positive airfriction there...
oh rockets != missiles I think
but rockets also use thrust
something something I really don't know
afair no mass in missile/rocket p3d = no drop at all
I've seen them positive on rockets. maybe it's placebo and does nothing
they were really slow without mass and did make weird turns
you could outrun the missile with a Hunter
it was funny
just added mass to the model and it was fixed
no config changes
ok true Rocket_04_HE_F: MissileBase has airFriction = 0.09;
never noticed they where positive...
yeah. but not sure if that does anything
apparently now it does
"now" ?
before it had positive airFriction
"fixed" it by setting on 0
it's not correct by all means but i didn't want to readjust mem points
lol ok... so this isnt new... i've had this since quite a while and thought i'm doing something terribly wrong - all my guided missile would fly upwards and loop around
you sure that was not because you were inheriting the missile from the rpg 32?
because they changed the thrust of that thing from 0.1 to 400
class rhs_ammo_M136_rocket : RocketBase
k
- it has defined thrust
no i never inherit from vanilla classes that are not base classes (for good reason)
i'm making a total conversion though - so the rules are different
as a plus, I was able to apply correct airFriction to SPG9 rockets, so they match ballistic table I found in one soviet manual
since, as mentioned before, how the heck airFriction was working for rockets in pre 1.66 arma was unclear
until they do lol
great, isn't it? ...
teaches good coding/configging π never put stuff in that you don't know what it is there for
yea, I once tested if fuelConsumption parametr works on helicotpers
left it with value like 1550
and then helicopter DLC came out... π
@ocean nacelle Ok Ill let you know if I figure it out π
Is there anyway to change trajectory of the rocket fired from launcher? Alter the patch if you add airfriction rocket go all weird.
dropping airfriction to 0 rocket fill fly too flat and zeroing in the sight dosent work
@VΓ€yrynen#2630 read up the last 100 comments. plus let BI know about the problem in #arma3_feedback_tracker
Is there a way to format the description and descriptionshort for classes?
Hey, does anyone know why the diag client tells me the gunbeg and gunend points aren't aligned and I should align them in the x-axis when I place down my custom tank but in object builder when I look at those points with the vertex properties menu they have the same value? What could be causing this error if not the actual alignment?
@strange egret any ideas?
check if model have usti & konec hlavne mem points
@hot pine yes they do, does capitalization matter?
as long as gunbeg and gunend memopoint names match the memory LOD it doesnt matter how you name them
i always use custom names
but you should avoid typos. capitalization doesnt matter in my experience, but i always use lower case on everything
is your turret pointing to the default "forward" position for the vehicle? or does it point somewhere else (e.g. backwards?)
I'm really struggling with mye missiles/Rockets. Can you guys take a look at this 16sec video clip?
https://www.dropbox.com/sh/ti8p1liqswwx828/AABfhvRlVqSV8etjSTDvO1K5a?dl=0
it works fine if I use
missileBeg = "Rocket_begin";
missileEnd = "Rocket_end";
but then all missiles fire from the same spot......
I want them to fire from the place where the proxy is located.. Feel like I've tried everything T_T
begin1[] = {"boom.wss", 1, 2, 3}; is it possible to setup one define for the one, two and three values like: begin1[] = {"boom.wss", SOUNDRIFLE}; or do you have to make three defines?
I have gazillion weapon sounds which I plan to tweak but its pain if you have to edit each and every one to test different values. also would save time as often rifles for example have same values.
#define SOUNDRIFLE 1,2,3 < - use macro like that?
alright will try that, always used define with single value so far (but I quess "1,2,3" is single then heh).
you can even use structure with multiple lines but you need to escape them
vehicleClass = "my_vehclass_car";\
crew="my_faction_soldier_crew";\
editorSubcategory = "my_cat_EdSubcat_car"``` so the new line get escaped with `\`
for advanced macro configuration see with CBA crew
last line should not contain either the \ nor the ;
my bad ommited last line from my config
π
oh wait I do have ; in my macros
good stuff will try w/o
no surprise to you jastreb that binarise will crash if it 'sees' two adjacent ;; when building maps
hm weird it didnt crash here and it works
for quite some time
unless pboproject does correction π
only when packing maps, and only if it has to read that config
gotcha
also SnakeMan old buddy old friend:
#define ELEPHANTS(snd) {snd,1,2,3}
but in the context of the original question, Jastreb is a lot more righter.
@strange egret It's pointing forward, yeah.
Anyone know how to disable limping completly?
hi, im trying to execute a init in my addon but the error is that he cant find the init
Thats my code:
class CfgFunctions
{
class BastisMod
{
class BastisFunctions
{
file = "\Basti\scripts";
class init {
postInit=1;
};
};
};
};
got it but now is the problem that the sqf is not binarized because i added it to the files to be directly copied from addon builder. are there ways to change this ?
hi guys quick question does anyone have example config for trees ??
vegetation generally does not require a config,. unles you have it within its own pbo folder, then it would require a cfgpatches config entry,. unless your planning to place tree's via the editor or some such mod
@somber cloak i want to place them via xcam
I have no idea how xcam works, nor how its file output works, but I'd guess a simple standard object config should do
@somber cloak simple saying to place any object it need to have config. i will try use house config
inherit from class NonStrategic; or class static; same as walls do.
i did it but when packing have error within p3d files... jus cant open them in ob as they are binarised :/
You can if you make them a proxy, Then replace with the actual object for build? Not sure if that would work
Ok will try
hey how can i make a item like a first aid kit ? is there a special class for it ? because if i try it with ItemCore it wont show me in the arsenal and i cant add it
@wicked delta i've had this issue before myself, but mostly it was because the memorypoint either didnt exist (or had typo and therefore wasnt found), or if the memorypoint was not in correct x axis direction. I suggest to redo the gunbeg gunend memory points to guarantee that there was no accidental movement by some mm. Create the muzzle memory point, then copy it in OB and move it along x axis only just to be safe
is there a way to give the player a notice instead of kicking them if they have modified files
?
@spiral pasture yes/no you can do a hacky method for checking if they are missing mods but not modded files I dont think
ah ok
Didnt work anymore ? If I start the game, evrytime tanoa is the init world... class CfgWorlds { initWorld = "Chernarus";
demoWorld = "Chernarus";};
Im using the HeavyGunCartridge1 as an effect on some of my mg's. Does arma have very big cartridges (artillery shells) for use, or do I need to model these myself?
lol, people report on our rhs feedback tracker that AT rockets after today hotfix behaves like pre 1.66 update
and it seems airFriction is no longer working again on them, gj bis :d
sorry to butt in but could someone check something in A3 for me? (1.66 + hotfix)
I can't aim guns while gunner in vehicle, it's been a long time since I did that but I seem to recall that a gunner COULD in fact aim the gun around with mouse, now I can't
PLEASE IGNORE -- I have discovered that my A3 installation/config is mucked up somehow, I'll just have to reinstall and rebuild, carry on
for anyone interested & having problems with planeX not having breaks engaged on stop- since 1.66 planes use physx wheel setup & you have to setup model & config accordingly
ty
So I am having a brainfart moment.. How do I link an script from a custom ammobox made inside a .cpp?
class MEU_Arse_Force: rhsusf_weapon_crate
{
dlc = "15thMEU Mod Team";
displayName = "Force Recon Ammobox";
scope = 2;
model = "\meu_arsenal\meu_arsenal_ammobox.p3d"
icon = "iconCrateLarge";
maximumLoad = 9999;
init = "[(_this select 0)] exec ""\meu_arsenal\scripts\force_arsenal.sqf""";
class TransportItems{};
class TransportMagazines{};
class TransportWeapons{};
class TransportBackPacks {};
};
I dont get a action to enter arsenal, the box is in the game, just not able to enter arsenal
add class to units[]
do I need to escape a line in macro definition if I have already defined macro in one of the lines?
see Standard_Items
http://pastebin.com/vk1YH9Wk
probably do, but just felt asking
The above will work, as you intend, but it's a common 'mistake' to have a ; at the end of any define. The reason why it's never a good idea is immediately apparent when you actually used the first define in the 2nd and it's line has no ; and 'looks' wrong. Wrong it isn't but it looks that way. So to compensate many authors actually add a ; to be certain the thing works (which it will). Only to find that bis binarse will ctd if the config it's in is checked when building maps.
and i'd defy anyone to discover the cause of that crash.
yeah I heard you last time, guess I am used to do things this way, since its only me the fiddles with it, but if anyone else would like to make config patch he could run into issues and get confused
So if I see a macro I defined somewhere I know I how I defined it, so its non issues for me, but I might rethink that and maybe follow common practice if that is the case. Thanks
actually, i can tell you from bitter experience you very soon forget how a define works or how you made it.
the other religion here is using full upper case to explictly give any person, including you, a heads up that this bugger is a define, and not some magic verb or token name in the engine, or anything sqx related. It's a define, and you need to constantly guard against mistaking it for anything else.
MixedCase sure as hell looks pretty, but it's an absolute bastard of a thing when things go bang.
noted... I just hate even mixed case in my config and full CASE is even worse, but I got the picture
i won't push this barrow too far, because I know you as a good coder. so almost enough said, but in my world full upper case is there intentionally to look as ugly as possible
many, even experienced, codes fall into the trap of making DEFINES() look like functions() thinking they've cleverly extended the language.
nah I dont go that deep with it, Im fine with basic functionality for now.. I ws not aware of that actually but I know CBA and ACE crew are doing some funky stuff with macros
anyone ever succesfully use an X macro in arma configs?
@ashen sluice whats a "X" macro?
@stoic lily https://en.wikipedia.org/wiki/X_Macro
this works fine in vanilla and with vanilla tools, but I'm pretty sure mikeros doesn't like it due to redefinitions
those are no longer supported
hey can anyone help me getting this work ? i have my cfgWeapons and i want to use this item with a double click. but my actual problem is that the data of my listbox item "" is.
class cfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class basti_ItemBaseClass: ItemCore
{
scope=1;
access=3;
displayName="-";
detectRange=-1;
author="Basti | John Collins";
simulation="ItemMineDetector";
useAsBinocular=0;
type=4096;
picture="";
descriptionShort="";
class ItemInfo: InventoryItem_Base_F
{
mass=1;
};
};
class basti_kegel: basti_ItemBaseClass
{
displayName="Verkehrskegel";
picture = "\Basti\Data\pylone.paa";
model="\a3\signs_f\signt\roadcone_f.p3d";
scope=2;
descriptionShort="Ein Verkehrskegel zum Absperren";
class ItemInfo: ItemInfo
{
mass=1;
};
};
};
idk what the problem is, but you cannot inherit author
no use of that entry in base classes. should move that to the scope = 2 class
okay. the problem is that i add this item to my inventory and it has no listbox data
the listbox of my uniform inventory
@jade brook not sure if you were replying to me? if you were i was thinking more generically with the form: ```#define X_MACRO(X)
X(1)
X(2)
X(3)
#define X_ENTRY(x) x,
X_MACRO(X_ENTRY)```
no idea what this is supposed to be in the end, Foxy
Well, Basti. The inventory menu has no double click functionality scripted in
if that is from a mod, then you'll have to look into the mod
the base game doesn't have anythign like that
i have my EVH done but i need the lb data because i just want a list of items to be used (bouble click executes a use fnc)
the only thing you can read from the inventory list box is the display name
you cannot pass the items classname to that
you'd have to manipulate the way the game creates that list
but unfortunately it's not done by SQF
but in C++ land hardcoded
@ashen sluice should work
i used before the magazine as base class and the data was there but now with the cfgweapons it have no data
you are wrong. also it's more of a scripting question really
the listbox does not pass the items classname
which item should be moved is handled by the engine and cannot be influcenced with scripting
you can work with the shown display name though
okay
that requires that no more than 1 item shares that name
@ashen sluice you may have to switch the order of the defines. not sure any more how the engine processes it exactly
how exactly you implement that is up to you
a million possibities
but it has nothing to do with the config
you can leave that as is
with those improvements I suggested
@jade brook But why is the lb data of a chemlight the classname of the chemlight ?
@jade brook example of how one might use X macros with a proper C preprocessor:
say i want to define a bunch of car classes in different colors. see how the information for each type of car and each color is only defined once in the CARS and CAR_COLORS macros respectively ```#define STRINGIZE_I(x) #x
#define STRINGIZE(x) STRINGIZE_I(x)
#define CARS(X, ...)
X(Sedan,VA_ARGS)
X(Offroad,VA_ARGS)
X(Truck,VA_ARGS)
#define CAR_COLORS(X, ...)
X(Red,VA_ARGS)
X(Blue,VA_ARGS)
X(Green,VA_ARGS)
X(Yellow,VA_ARGS)
#define DEFINE_CAR(name, color)
class Car_##name####color : Car_Base
{
scope = public;
displayName = $STR_CAR##name####color;
model = STRINGIZE(\some\path\car##name##_##color.p3d);
};
#define CAR_COLOR_X_ENTRY(color, name) DEFINE_CAR(name, color)
#define CAR_X_ENTRY(name) CAR_COLORS(CAR_COLOR_X_ENTRY, name)
CARS(CAR_X_ENTRY)``` though this is not the best example because it doesn't show how useful they are with parallel lists
see here http://pastebin.com/raw/4pxWPNNV for the result (formatted)
anyway i tried with an old free version of pboProject and couldn't get it to work
my tools don't support va_args. i'd be surprised if bis do either but as commy2 suggests desc.ext is in a world of it's own. As for the principle of X macros as defined in the wiki, my tools have no problem wiith them (most of my config.cpps are X macro) . Note however, the exceptionally important #undef. as for your first example. it won't work with that trailing comma. There's nothing illegal in your syntax but i specifically look for that 'error' because binarise will crash to desktop IF it sees trailing comma arrays when building maps. And yes, i support STRINGISE syntax and the usual splatter of ##
so in short, your Q wasn't about X macro at all but some unique usages of it.
yeah afaik the BIS PP doesn't have variadic macros either not that it's really necessary anyway, just makes things a lot easier in many cases. I tried both SQF PP (arrowhead) and an older free version on pboProject and neither could handle very simple cases like ```#define X_MACRO(X)
X(1)
#define X_ENTRY(x) x
X_MACRO(X_ENTRY)``` this is the error i got with pboProject "Expected (...) during define expansion"
could be this is fixed in a later release, i don't know
also @hard chasm is there a specific reason you don't want to support variadic macros?
the above lack of support is fixed in later releases. (asssuming X itself is defined of course). that was an embarrising error on my part. i initially saw my job as emulating bis with the difference being i do a bit better that say 'error 3'. recently tho i have begun to roll my own, notably in sqf language processing of constants. I was crippled in how far i could extend c++ support because configs had to remain compatible with binarise (due to map buliding). but now i don';t let binarise get anywhere near them,. so the gloves (and restrictions) are off.
hmm think here will be better place for that .
if anyone could help with my error why my map dont show up in editor would be nice. packed without errors i can see it in addons but not in editor here is my config http://pastebin.com/xFmf3PqW
damian is right. this is off topic, so last comment here is variadic is covered by bi's use of EXEC and EVAL
@hard chasm could you take a look on my config if i missed out something ?
looks like a quite nice config to me damian. well done. you've made working maps before, check the difference between this and the others. get this config as close to the working one by temporarily hacking and slashing and you'll find the answer.
Thanks
I have heard that there is way to generate preview images for weapons from the eden screenshoot function, not sure how its done, so asking around... are those images any good to be used for the inventory?
would be good if this was somehow standardized so all icons are same size and FOV, now as it is I have to fiddle with it in Marmoset to get it close to the original
Snake you da man, I know I saw it somewhere, must of been kju linked it somewhere
Note: this piece of information was grabbed from kju in arma discord chat. π and Im blind haha
hmm it fails for some reason all screenshots are black and it wont load 80% of weapons
Hi fellas, I've got a problem on a custom tank where the main gun doesn't exactly align with the view in the y-axis even when accounted for range (default laser range finder). Anyone got a clue as to what might cause this? Might be a model issue.
Can someone confirm that it is impossible to inherit into the Control class of ctrlGrp. Ive been tearing my hair out trying this both mod and mission gui. Both missionConfigfile and configfile structure look ok in the configViewer but the inherited controls will not show.
http://pastebin.com/jq0gYXHx
notice the RollUpBackground and WidgetTest2 in the test_panels class do inherit into the RollUpCtrlGrp Controls class and show ok in the configviewer but do not show when you create the display.
post your code in pastebin
@stoic lily Hope you meant me ;p http://pastebin.com/taszih4w
Any idea as to why my mission's dialog is invisible?
Tactics Shop.hpp: http://pastebin.com/d5wnYZvh
I've defined the parent classes and the grid macros
exported via the GUI editor ingame
A3Parent.hpp (just for good measure): http://pastebin.com/6zgTb49b
nvm, fixed it
forgot to wrap my controls inside of a controls class inside my dialog class...
What was config property that defines that control is focused by default?
It is "default" well atleast for button see https://community.bistudio.com/wiki/DialogControls-Buttons
Thanks, completely forgot and was trying "selected" and "active"
hey guys, how to make a weapon have no selectable scopes or side attachments etc.? my shotguns don't need them, but the scope is always automaticly assigned...
can binarize handle #includes in .bisurf materials?
yes
ok nice... dont want to define 20 different versions of the same bisurf material just with different plate thickness...
they can now be binarised just like any other paramfile. That wasn't always the case.
hey is there a base class for creating items like a compass ? (for the compass slot)
why dont you look?
i searched in the internet but found nothing
search in the configs instead
how bout you search in the configs instead?
of course there is. But iirc you cant add a new compass item - only replace it
okay. where i can find them in the tons of pbos ? xD
okay thx
from recent DEV branch build : Added: Missiles now support sub-munitions. Previously, such feature was reserved only for CfgAmmo classes with simulation "shotSubmunitions". Now "shotMissile" works with it as well. See https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit for more details.
nice!
very good
π
Would anyone know how the Blackfish spawns with numbers on it despite those numbers on being on the actual texture in the psd?
I dunno whether its a BI script thing, a Blackfish config thing or what
on or not on ?
On
In the textures theres no aircraft numbers, but when you spawn it in the editor there are numbers on it
I was wondering if I could utilise this technology for other things on the aircraft other than numbers
no idea,. tried looking in the config to see if there is a named selection? they're probably mapped to a different texture though
Well they just released the Blackfish textures, it has 4 camo selections and 4 textures for them
That's all the config says
Its like the numbers just get pasted to the side
Guys, what's the maths to get the rate of fire (reloadTime, in seconds) from a Rounds Per Minute value ? I totally forgot it and it's driving me nuts
Hi Guys. Can someone explain why my custom sound isn't working?
class CfgSounds
{
class footstep
{
name = "footstep";
sound[] = {"\Destroids\sounds\footstep.wss",0.05,0.6};
titles[] = {};
};
};
in my init.sqf
playsound ["footstep",true];
5% of original volume is very low
plus missing 3rd distance parameter - not sure what default is; 10 or 50m probably
ok ty I'll try
what is the second parameter here? 0.6?
I originally though that sounds should be placed on memorypoins, in order to place a soundsource in a certain location
pitch
who you calling a pitch here?? @stoic lily
π piΔ
The gun on a custom vehicle isn't moving in sync with the sights, the sights move further than they should, anybody got a clue why that could be?
More specifically it seems to move much further than the gun does. Moving upward make the sight move further up than the gun does and moving down makes the gun move further downward than the gun does.
model.cfg probably isn't using the correct angles
also optics and turret turn/elevation values might not match
upcoming to A3
Cannot register unknown string STR_USRACT_VEHICLE_PRIMARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_SECONDARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_PREVIOUS_PRIMARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_PREVIOUS_SECONDARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_CLOSE_PRIMARY_DISPLAYS
Cannot register unknown string STR_USRACT_VEHICLE_CLOSE_SECONDARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_PRIMARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_SECONDARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_PREVIOUS_PRIMARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_PREVIOUS_SECONDARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_CLOSE_PRIMARY_DISPLAYS
Cannot register unknown string STR_CONTROLS_TOOLTIPS_VEHICLE_CLOSE_SECONDARY_DISPLAYS
Cannot register unknown string STR_SENSORACTIV_ANY_PLAYER
related: http://pastebin.ubuntu.com/23638998/
new actions: http://pastebin.ubuntu.com/23639007/
interesting. What does it mean?
SENSORSTOGGLE maybe pertaining to toggle-able radar and other sensors? - Ed. NVM, read dev branch changelog
Added: Sensor Overhaul
Added: Airplanes Hitpoints Extension
we were wondering if Support for destroying object without effects (e.g. explosion, fire, etc.) might mean no more explosive helicopter crash-rolls too
make a function and call it from the ammobox config trough init EH
new radar and displays configuration:
http://pastebin.ubuntu.com/23641717/
new hitpoints configuration:
http://pastebin.ubuntu.com/23641721/
Is there anything new in the hitpoints Config? (the only thing i can't remember atm is "depends = "Total";") @stoic lily @runic fable
@viral rapids the new HitClasses for planes
Oh, snap. Totaly ignored that the whole time.
also interesting that BI made the Hull armor = 999;
this is an interesting approach too
{
armor = 999;
name = "engine_hit";
visual = "";
convexComponent = "engine_hit";
depends = "0.5*(HitEngine1 + HitEngine2)";
};```
as long as you still have one engine operational, you can still fly
Plane_CAS_02_base_F has just armor = 100; for Hull
Plane_Fighter_03_base_F has 30
full armor setup: http://pastebin.ubuntu.com/23642051/
the different hitClasses/components
name = "avionics_hit";
name = "engine_1_hit";
name = "engine_2_hit";
name = "engine_hit";
name = "fuel_hit";
name = "fuel_hit2";
name = "glass_1";
name = "glass_2";
name = "glass_3";
name = "HitElectronics";
name = "HitEngine";
name = "HitFuel_l";
name = "HitFuel_r";
name = "HitGlass1";
name = "HitGlass2";
name = "HitGlass3";
name = "HitGlass4";
name = "HitGlass5";
name = "HitHull";
name = "HitLAileron";
name = "HitLCElevator";
name = "HitLCRudder";
name = "HitRAileron";
name = "HitRElevator";
name = "HitRRudder";
name = "hull_hit";
(bit sloppy inconsistent naming there)
hey folks, I just tested out the damage attached to particles in cfgcloudlets and it works! You can have damage over time in an area of effect.I tested it creating a flame particle that burned for 2 minutes during with it harmed any unit that entered the area of effect. Its even in the particle config reference!
//--- fire damage related parameters (optional)
damageType="Fire"; //damage type, only available option is "Fire" so far
coreIntensity = 1.25; //damage coeficient in the center of fire
coreDistance = 3.0; //how far can unit get damage
damageTime = 0.1; //how often is unit getting damage
https://community.bistudio.com/wiki/Arma_3_Particle_Effects
this means you can have real napalm, flamethrowers or even chemical weapons. I would suggest more testing particularly in MP as I have no idea how it would behave there.
Geneva Protocol intensifies
Fuck it! Fart Bombs for everyone!
You need something to fight off those pesky raptors
or aliens
@dusk jungle - afair it's broken since implemntation. no bis weapon use it
@hot pine Wasn't a 9mm Weapon using several Mags?
(as i wrote above, iirc it was the PO9)
Hi Guys and Girls, I am trying to use View cargo for a object, I have made several pieces of furniture and would like to be able to switch to the view cargo for my character to sit down on a chair for example, I can do this with making the object a vehicle which is pretty stupid as this will allow you to switch to driver and also will word the add action as Get in rather then custom which i would like. Any ideas?
afair no
doing quick search on all in one config for magazinesGroup doesn't return any entry
I know that one Weapon was using multiple Magazines (9/16(/30?)rnds)
yes
they just add magazines to the magazines[] array
nothing to do with magazines group
What characters are allowed for class names?
a-z 0-9 (not leading)
i once made a class with Γ and ΓΆ wich didn't worked (iirc it didn't even packed)
@dusk jungle
I once tried cyrillic and got an arrow to the kneee
cyrillic should work just fine, providing the file is saved as utf8-bom
yeah thats a whole topic for itself, I know I had issues with it in A2, dont rememeber was it the BOM or not, probably was, nailed it at the end but did cause me some headache... so would that mean that German characters like mentioned above would work too?
absolutely, certainly, and for sure. The bis devs dont normally know this, but the engine 'works' in utf8 NOT as one imagines, usascii
BUT (big but) you must save as utf8 bom for this magic to happen, especially european codepages.
windows, from lack of any other information must save your text files in what they call 'local codepage'. for most of us, that means WinAnsi, officially known as cp1252. it's close to utf8 but not good enough.
and if you want to crap all over the theives stealing your creations start thinking utf8 because most extractors get it wrong and scramble the output at worst, but hopefully scramble the file system too.
However Atom doesnt support BOM, issue hangs for quite some time and still not resolved.
then Atom has one hell of a problem.
BUT (big but) you must save as utf8 bom for this magic to happen, especially european codepages.
So thats why it didn't worked for me, interesting.
is it possible to configure APERS blast mine in A3 so that it cant be detected by Mine detectors or reported by NPC? I mean it can be reported but only if spotted on close range, need more info on this
mineInconspicuousness seems to be what is used for reporting the mine
its value is radius in meters around the mine
any way to make the mine not kill the player but take out the tire of a vehicle?
scripting π
β
I was affraid someone might say that damn it
whats the use of mine detector anyways, since mines are autoreported based on radius settings in cfgammo?
yes it can be disabled, but the thing is that I want this mine to be hardly detected, as it is IRL, its made of bakelite, apers mine, minimum steel parts so it cant be detected by common metal detectors
Ive decreased the redius to 2.5m for spotting, so thats kind of a tradeoff setting, mine is small so it can be spotted from -5 meters and it still wont activate
now the mine detector is what I dont understand in this game, I dont play much but I cant find its use, maybe it works for mine detection and marking when spoting is disabled in difficulty settings, must check that
as for the damage, that I must tweak, mine has small explosive charge, it wont kill but it will cripple in most cases, but if I reduce hit value vehicles wont be damaged or tyres in this case, so have to figure out the script for that
Perhaps I can share something :)
I used something similar in tacbf
But was AT mines which were nerfed to almost nothing and replaced with a scripted solution to just disable the vehicle. (I hate arma 3 hollywood mininuke explosions that instakill everyone and everything inside and nearby)
PM'ed
@Jastreb#8971
I'm wondering how to make a weapon accept different kinds of magazines. Specifically, I have the Ak 5c from the swedish forces pack, which IRL uses standard STANAG mags. How would I allow the weapon to accept the 5.56 mags from RHS?
iirc your wpn should have an config entry, where the magazine is defined. Just simply add them to it.
Any idea where I would find those configs?
my first guess is: inside a *.pbo
Thanks for that.
they should also show up in the eden config viewer
Main issue I'm having now is actually editing the config.
Mainly, actually opening it. it's a .bin file. Any reccomendations on the software to use?
let me guess, you don't have the Arma-Tools installed?
I do, actually. I was using PBO manager to open the pbo though, I guess I should try the actual tools instead.
Mikero's DOS tools?
pboManager is a nice, intuitive gui to use and well written, but it doesn't have the smarts to extract properly. config.s rtms. bisrurfs, rvmats. all have to be massaged to be able to use them.
Hi all, can someone tell me where do i define the sound that a Rocket launcher makes when it fires a projectile. Curently my launcher only makes a silent wush, and then the rocket flys normaly, and the explosion sounds are ok.
they're configured as firing sounds in the firemode of the launcher. Same as every weapon
sounds[] = {"StandardSound"}; and all that
mine looks like
class Single: Mode_SemiAuto
{
sounds[] = {"StandardSound"};
class BaseSoundModeType{};
class StandardSound: BaseSoundModeType
{
begin1[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_1",4,1,1400};
begin2[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_2",4,1,1400};
begin3[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_3",4,1,1400};
begin4[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_4",4,1,1400};
begin5[] = {"\a3\sounds_f\weapons\Launcher\rocket_launcher_5",4,1,1400};
soundBegin[] = {"begin1",0.20,"begin2",0.20,"begin3",0.20,"begin4",0.20,"begin5",0.20};
};
};
@untold temple
hello everyone, im trying to figure out how to get headgear working like a flashlight. if i use class flashlight on a pistol its working but if i use the same on my headgear it does not work. has anyone got an idea how to get my headlamp working?help would be appreciated
i also tried it with a class reflectors with no luck
Hi guys. When I binarize my file, it complains that it cant find my init .sqf file. Anyone know why? it works flawlessly when I dont binarize
set it to not binarize *.sqf files
hm can I do that in Addon builder?
addon builder is not binarizing sqf files
you need to add sqf files to a list to be copied if they are not there
hm but they are there
He is painting a picture.
so what? what has that got to do with sqf in P:\temp?
you got the correct answer, but want to argue about it.
no I dont want to argue. I just didnt get what he ment by adding sqf files to a list
what kind of list
been i long time since i fired up addon breaker,. but it's setup button might give you a hint.
I think I found it. Exclusion pattern list filename
I'm embarrassed. bis document their tool better than i do, mine.
of course it isn't, but you suggested that it was.
hm I didnt?
List of files to copy directly
Thanks @kindred moss
found it
you should use Mikero tools anyway, Addon builder is... sometimes not realiable, plus it doesnt tell you where you made a mistake so it will pack anything
Free version of the tools works fine, but if you like how that works, you can subscribe for the paid version which has more advanced features
for details the gentleman above called Mikero
Its nice to find errors in my code. But It's so strict. It gives me erros that addonbuilder dont
its probably just me who's a nobb at this..
you should fix those
do you hate me that much?
well I meant that if you make tools that are better then what BI makes, you should be qualified π
the last thing bis want is to provide you tools that work, making your creations better than theirs.
you, are the enemy
oh come on...
moody?
Hi, does anyone know how to edit the default cfgammo class to allow a new hit effect to be added to it. I'd like all bullets to inherit the new impact effect, as acording the the WIKI the "impact" entry in cfgSurfaces reads it when its decides what bullet splash effect to spawn on the ground.
{
class Default
{
class HitEffects
{
hitSnow = "ImpactSnow";
};
};
};```
info: 3x ` Code 3x again
Code
generally you dont want to edit base classes its a bad idea, make your own base class and inherit from there
stupid discord
well im not createing an new ammo class
I need to add an effect to all bullets useing the mod
when useing the mod*
then, the stuff from above should work
no idea, brain is plumpudding atm.
class Default might be read only cant overwrite it
np its an odd one, it is posible to do with cfgvehicles like this:
{
/*
more info:
https://forums.bistudio.com/topic/187556-enabling-dust-effects-on-your-custom-map/
https://forums.bistudio.com/topic/176156-how-to-customize-terrain-dust-sound-and-ocean/
*/
class All;
class AllVehicles: All{};
class Land: AllVehicles{};
class LandVehicle: Land{};
class car: LandVehicle
{...
Is there an readOnly? oO I don't think so
acess=? param
prehaps
me neither I asumed it'd work lol
access = 1;
1. Ammunition classes can be added.
2. Existing classes can (sometimes) be altered.
The default class for cfgAmmo specifies access = 3; - Almost all subsequent classes inherit this value, which means they cannot be altered in any way.
To allow YOUR addon to subsequently modify YOUR ammunition (should you wish other addons to do so), you must change the access= in YOUR ammunition.```
ahha
loading, though I have some doubts based on the wording of the section you quoted
yeah unfortuantly no luck
unless you can see something wrong with that, what I think its saying is set acsess to 3 if you dont want people to edit it
I wrote it up on the forums as Ive exhausted google, thanks for your help though.
I never dealed with that but seems like you dont have it defined properly
Default class in cfgAmmo has only defined effects for bullet colision with metal and dirt
so my proposal is to NOT redefine the Default class, but instead, if you want to add your effect to rifle bullets for example, alter the class BulletCore
or even better BulletBase
the hitEffects for bulletBase
Hit_Foliage_green = "ImpactLeavesGreen";
Hit_Foliage_Dead = "ImpactLeavesDead";
Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
Hit_Foliage_Palm = "ImpactLeavesPalm";
Hit_Foliage_Pine = "ImpactLeavesPine";
hitFoliage = "ImpactLeaves";
hitGlass = "ImpactGlass";
hitGlassArmored = "ImpactGlassThin";
hitWood = "ImpactWood";
hitMetal = "ImpactMetal";
hitMetalPlate = "ImpactMetal";
hitBuilding = "ImpactPlaster";
hitPlastic = "ImpactPlastic";
hitRubber = "ImpactRubber";
hitTyre = "ImpactTyre";
hitConcrete = "ImpactConcrete";
hitMan = "ImpactEffectsBlood";
hitGroundSoft = "ImpactEffectsSmall";
hitGroundHard = "ImpactEffectsHardGround";
hitWater = "ImpactEffectsWater";
hitVirtual = "ImpactMetal";
};```
as for the effect itself
why is it people (including me) want to interpret info on access= in any way that will fit what they want to do, rather than what it does?
access=3 is set in concrete. it prevents you even changing that (in the default class). It is inherited by everything else, so those classes too are protected. (can't be changed).
BUT, when you create a class of your own, you can overide access= in that class so that subsequently YOUR classes behave as you'd expect them to. Specifically, they can be altered/overwritten by another addon.
also note about the effects, its mentioned that hit effect name must relate to bisurf param
so in short what @hard chasm said is that you cant alter the base classes, youd have to make your own base class and set hit effects there, or overwrite every single ammo class there is in the game and add your effect
but the probable outcome is that you probably wont be able to do this unless bisurf materials have the params for hitSnow
surfaceInfo="data\wood.bisurf";
so if there is snow.bisurf you can do this
guess you can replace it with dirt if bisurf uses it, but you need access to maps materials in case its a custom snow map
if youre spawning snow with the script I dont think this will work, but maybe you can again replace the hitDirt or hitGround with your custom effect
@hard chasm @kindred moss Thanks for the suggestions actaully tryed useing other bases, but all the base class names in cfgAmmo are set to acsess 3 that I can see. In cfg vehicles the class "man" which all units inheirt from is set to acsesss 0 I think thats the core off the issue as to why this is proveing so tricky.
I'll re-read that bisSurf section again though, but the first time round I did look into this and found the rvmats for map ground did not have the entry your refering too I asumed it was just for rvmats of objects.
But yeah acsesss cannot be got around unfortuantly, it seems weird they dont have a cfgHitEffect from a moding perspective it would be nice, sure there is a good reason though.
(Im doing it for cfgsurfaces just to be clear, for a coustom winter terrain)
yeah, god luck with that and see this also might help
https://forums.bistudio.com/topic/146807-arma-3-particle-effects-documentation/
that particle editor is good, sanders used to produced alot of cool missiosn too
mikero your tools are very useful too if your the one im think of π
I'm thinking of ways to cheat now, I wonder if its posible to redefine "impactConcreate" in the discription.ext and use that on the snow.. just make it white instead of grey
lol..
worth a try
there's a sensible reason why the base classes, generally, are access protected.
you can debate the merits or otherwise of protecting inherited classes too, but it's a slamn dunk no brainer whe the base can't be altered.
The very first thing the engine does in configs is look for specific variable names, they could be called 'cow', 'pig' and 'dog' for all that it matters. Fact is, the engine has to asume they are there,
if you are 'allowed' to alter base classes, it's a garanteed certainty you will 'forget' to add the 'duck=' variable because bi only introduced it on the next update.
yeah it'd be a cluster fuck
we do have weapons in our mod so its not sucha major issues as at least Ive got it working for htem
its a fiarly minor cornor of terrain building anyway
honestly would just turn it off it it was posible and say the snow swallowed the effect, but it defaults to an ugly arma1 effect lol
try water effects?
could be similar
about the ammo..
ace3 doesnt have any weapons either, but
https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgAmmo.hpp
they are adding their variabled to the game classes
yeah did ataully go there and look it is one way of doing it, masive pain but would work
the trick would do with the bulletbase
https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgAmmo.hpp#L5
as that one cant be overwritten, but anything below it cant, or above it ( depends where you looks from )
yeah try see the config for B_556x45_Ball
yeah thats what I meant, I am wrong however it is 3
which is intresting
since they are useing it
it inherits from previous thats how
I am not sure which class is really locked, but I guess that the Default cant be altered, anything below can
oh yeah I see they are not redefineing it, they are jsut useing it as a tempoary containter
seeing how only default has acces=3 defined, I assume that anything after it can be overidden
so even BulletCore
you think it can be overwriten doing that?
I tested it did not seem to
if that worked it should have deleted all the infomation from default and just had a hitefect
what I showed above is what is default from the config extracted from the game
Default class has access=3; defined so it cant be touched
anything after it inherits this value but can be overwritten
right ok
well gonna take a break from this problem and do a little reasearch into another problem and see if rain can be changed into snow on terrains
got most of the dust effects done today for the map, just the bullet problem and weather
which actaully looks really easy too do
joy lol
and still you folks want to read what you want to readπ 3 == no modifications, inherited cascade. except when you create an entirely, new, class.
new, because it doesn't exist therefore there's nothing to protect. you can change that body's access = because it's new. but if you don't the access= cascades thru.
not i
=4 btw, is the old ofp copy protection.
the stuff even the devs have forgoten what it does and are too scared to touch it
lol
that would mean that I cant alter the B_556x45_Ball but its not true
it also inherits from Default as all classes do, but it can be edited
only class Default has 3 defined, so I guess its the only one protected
although I never tried it, just assuming
Ill test with the edits to bulletcore and bulletbase and report back sometime
unless bis have moved goalposts B_556x45 is not alterable.
in this game, it's easy to be wrong.
#define ReadAndCreate 1 // only adding new class members is allowed
#define ReadOnly 2 // no modifications enabled
#define ReadOnlyVerified 3 // no modifications enabled, CRC test applied``` perhaps I am but can I add anything to class with 3? If not how is ace mod then altering it
Can somebody give me rough idea of how armor values work in Arma 3? (Uniform and Vest armors more specifically) I assume difference between armor=1 and armor=11 is not the same as between armor=90 and armor=100 ?
@dusk jungle from what i know it should be 1 = 10 and 2 = 20 from what ive done with a few mods
dont take my word for it tho
anyone knows? AFAIK only a hardcoded amount of impact FX and sounds is available:
https://forums.bistudio.com/topic/200667-cfgammo-adding-a-coustom-hiteffect-to-all-bullets/
@runic fable check this thread. You'll probably get an answer there if you make a post in it. https://forums.bistudio.com/topic/187202-~-arma-3-sound-modding-101-~/
it should be possible but you need to mod it. don't think you can modify those through cfg
Can someone tell me how do I add ace3 earplugs to a unit config. Does ACE3 check for a certain item in inventory and adds earplugs via some kind of script? Thanks in advance.
Does anyone know how the zeroing sounds work that came with 1.66? (Added: Support for new zeroing sounds)
k
@wheat oracle post your cfgFactions config on pastebin or alike
im getting this error https://i.gyazo.com/99575ab7ecd5657ee666bd3fe4b13784.png
ok 1sec
i have no idea what i did wrong
@kindred moss so what i do wrong here? lol
see my example
thats the basic setup for mod/faction/vehicle classes and editorsubcategories
oh ok tyvm let me see
what you did wrong was everything prety much
as u can see im quit new to scripting
hm ok but this is not quite scripting.. something in between and its quite easy once you get to it
download Arma samples from Steam/Tools and see how its done there
there is an example in the sample uniform config and look around in the samples try and see where you got things wrong, learn from your mistakes, its best to learn in that way, if you want to learn
we are here to help if you cant figure out something
ok tyvm and ya ive already posted my mod to workshop with help thier too just updating it since Zues dident work but MCC did ?_?
by seeing that link you posted Im not sure how that works if it does at all
ah its showing you got faction configured to show in blufor but thats all I see here
ya
well once you get that part I sent you right we can move on to units config/unforms and so on... for now learn how mod configuration and basic setup for factions / vehicle classes and editor subcats work
note that vehicle classes and editor categories wont show anywhere until we add units to them
true i want the all the units to be under BLUFOR> SHIELD faction but i have no idea how to do that, i have a friend helping me but hes also new to it
the link I sent you will do that
note that you must keep the folder structure
you addon where main config for factions and basic mod setup with be named shield_main
so your folder structure must be \shield_main\config.cpp
and you see the paths there for images and icons, you can adjust that to any folder you want
but it has to be in the \shield_main\logo.paa or whatever path
you can ofc pack it all in one singe addon/pbo if you want
here is the path im using right now @Shield\Addons\custom_uniform\config.cpp
yep
ohhhh
derp
ok 1sec
@kindred moss ok im getting my friend in here so u can talk to him im lost on a few things
^ty
Hello!
Would you like me to put the whole config.cpp into pastebin? It's still now showing up on Zues
well crap
go ahead
My_Mod_Config
classname in cfgPatches is the name of your addon/pbo
I made that just as example
so if your addon structure is \custom_uniform\something.ext then your class in cfgPatchs should be class custom_uniform
youre missing cfgFactionclasses nope you got that wrong there
It should be right underneath factions
class cfgFactionClasses
{
class Custom_Faction
{
displayName = "Shield"; and etc
you merged somehow cfgVehicleClasses and cfgFactionClasses
missing cfgVehicleClasses
hmm
i'm a bit confused as to what you mean, would you be able to explain it again?
ok so Faction has configured the side so in your case Shield will show under Blufor
vehicle classes are anything that will show under Blufor > Shield > Anything, Anything2 ...
so your units are not showing because you dont have vehicle classes and editor categories in your config
editorSubcategory = "shield_EdSubcat_men";```
on the 2D editor i can see this
is that correct or am i looking at the wrong thing
you need that first configured in cfgVehicleClasses and cfgEditorSubcategories, and then you need to add that to you soldiers config
{
class Custom_Faction
{
displayName = "Shield";
priority = 80; // Position in list.
genericNames = "NatoMen";
identityTypes[] = {"LanguageENG_F","Head_Euro","NatoGlasses"};
author = "Estron";
side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
icon = "\Custom_Uniform\UI\custom_patch_co.paa"; //Custom Icon
};
class shield_vehclass_infantry
{
displayname= "Infantry";
};
class shield_vehclass_ship
{
displayname = "Ship";
};
};```
this is wrong
oh boy
should be
{
class Custom_Faction
{
displayName = "Shield";
priority = 80; // Position in list.
genericNames = "NatoMen";
identityTypes[] = {"LanguageENG_F","Head_Euro","NatoGlasses"};
author = "Estron";
side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
icon = "\Custom_Uniform\UI\custom_patch_co.paa"; //Custom Icon
};
}; ```
and then... see my example
okay, one moment
you dont have to define your own category if you dont want to, can use one of the predefined ones
but it HAS TO BE in the configuration of your soldiers/vehicles or they wont show in editor
good luck
Thanks
thank you for your help agan as i said we are new to this
yup we were all there once
I can make amazing textures, but it's the first time i've worked with modding
so all these configs are daunting
yeah but once you get it right later ones go easy... and thats just scrathing the surface
wait till you get to configure and import a model into the game
I'd love to get into modeling, but i have a feeling i'll have gray hair by the time it works xd
modeling something is half job done, the other half is to make it work in the game, and thats why tech artists are payed more than actual 3d artists, cause they make their shit work in the games π
@kindred moss this mod is getting popular on twitter from the actors of the TV show its based after retweeting it, thus we wnt the mod to work with high expectations no way we are stoping here π
though now everyone knows the real me meh
like
the units show up on the editor
like the normal 3D one
but on zues they aint
can you post a screen of that where are you expecting units to show?
again vehicleClasses and editorSubcategories
{
class MyObject: Car
{
// SUBMODE
// The side decides under which submode (e.g., BLUFOR) is the object sorted
// When the class doesn't inherit from AllVehicles or its child classes (e.g., Car),
// the side is ignored and the object will be a Prop
side = 1;
// CATEGORY
// Two ways how to set it exist. When both are present, editorCategory has priority.
editorCategory = "MyCategory"; // Class from CfgEditorCategories. Usually used for props.
faction = "MyCategory"; // Class from CfgFactionClasses. Usually used for characters and vehicles.
// SUBCATEGORY
// Two ways how to set it exist. When both are present, editorSubcategory has priority.
editorSubcategory = "MySubcategory"; // Class from CfgEditorSubcategories. Should be used everywhere.
vehicleClass = "MySubcategory"; // Class from CfgVehicleClasses. Depreciated, should not be used anymore.
};
};```
some people reported a bug related to it
Ill have to check to see if my units work in Zeus
oh okay
oh from that above statement
it would be like
class CfgVehicles
{
class MyObject: Shield
{
side = 1;
faction = "Shield";
editorSubcategory = "Soldiers";
};
};
?
as an example
yeh
faction / vehicleClass and editoSubcategory are actaully classnames
as defined previously
so if you have cfgFactionclasses { class Shield {...}; }; then its Shield
uses classname not displayname, thats what I wanted to say
ahh
so classname would be defined elsewhere in the code to be used
but displayname is so it shows up in game with a different name
ahh
works for me
also in Zeus GM module you need to set all addons including unoficial ones
yeah
or nothing custom will show
well then you need to work on the config
hmm
how can i see if there's an issue with my code? How could i spot a mistake
rpt
arma 3 logs errors in rpt file
its in \localappdata\arma 3\
Win +R > type in %localappdata% and hit enter
ohh
then Arma 3 folder and inside youll find rpt files, open with text editor and inspect
class CfgVehicleClasses
{
class shield_units
{
displayname= "Shield Units";
};
would that be correct?
class CfgVehicleClasses
{
class shield_cfg_veh_classes
{
displayname= "Shield";
};
};
//*****************************
class CfgEditorSubcategories
{
class shield_EdSubcat_units
{
displayname= "Units";
};
};
vehicleClass = "shield_units"
wait whats that ... that differs from the previous one
yeah sorry
i was making an edit to it
the last one i send would be the proper one
cfgvehicle classes and the subcategories
so it would be like
BLUFOR > Shield > Units >
and then soldiers are inside there for example
ok so then vehicleClass = "shield_cfg_veh_classes"
and editorSubcategory = "shield_EdSubcat_units";
and that should solve your "problem"
also dont forget
faction = "faction_classname";```
not literally but a you configured ti in factions
yes you put that in the soldier config
the ones in cfgVehicles
ah okay'
class cfgFactionClasses
{
class Custom_Faction
{
displayName = "Shield";
priority = 80; // Position in list.
genericNames = "NatoMen";
identityTypes[] = {"LanguageENG_F","Head_Euro","NatoGlasses"};
author = "Estron";
side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
faction = "Shield";
icon = "\Custom_Uniform\UI\custom_patch_co.paa"; //Custom Icon
};
};
for faction is it like that? I'm not too sure
i also have faction on my cfgvehicles class units
faction = "Custom_Faction";
class CfgVehicles
{
//************************************************************************************************************************************************************************************************
//***** Units *********************************************************************************************************************************************************
//************************************************************************************************************************************************************************************************
class B_Soldier_F;
class Custom_Uniform: B_soldier_F {
_generalMacro = "B_soldier_F";
scope = 2;
scopeCurator=2;
displayName = "Shield Soldier";
identityTypes[] = {"Head_NATO", "G_NATO_default"};
genericNames = "NATOMen";
faction = "Custom_Faction";
ahh
i get it now
let me test this out π Thank you
yes thank you
yw
my head hurts lol
π
i see how the faction categories work now
i need to test it on zues now π
nope :/ still not showing up on zues
oh wait
hold 1 sce
sec*
Nope :/ no luck
*rips hair out
@obsidian schooner so whats going on, is it not showing up or a error msg?
just not showing up on zues
@obsidian schooner Maybe ScopeArsenal ?
scope = 2;
scopeCurator=2; I've used these 2
i can try using that, let me check
@sacred canopy no no we dont need VA we need to be able to spawn the AI with Zues
oh okay
thats what we are stuck on right now everything else works
:/ anyone have any ideas?
here's the code fi anyone knows where i fucked up it would be amazing β€
i need to get this update out tonight the latiest so im a little triggered right now that its acting up
havent read far back but you did add them to the curator through script / module?
I've added it to the unit config
class Custom_Uniform_5: B_soldier_F {
_generalMacro = "B_soldier_F";
scope = 2;
scopeCurator=2;
scopeArsenal = 2;
Nope
addons normally need to be added to the current mission curator by script or module
not even the faction
even RHS units etcetera
if i select all addons + unofficial ones
wouldn't that make them work?
I can see Shield vehicles at "empty"
but not the faction or units anywhere
it should but your uniform config might be wrong
also the way you packed it might be wrong... but if its showing in 2d editor and eden
it should show in Zeus too
well i always pack it the same way
now for uniforms... or soldiers
i right click on the folder and PBO manager > pack into .pbo
your mising one thing there
try preplacing a single unit from your addon in the mission and see if that triggers it
oh?
I have seen you missing classes in inteminfo
uniformClass = "soldier_classname";```
oh?
Im sorry to say this guys but your plans for releasing tonight wont work
you dont know the basics and learning that and have it properly set in such short notice is hard for you
hurm well crap, thats fine i guess i just need it to work in the end if it takes longer, it take longer
writing it for you.. im not going to do you any favors trust me
you need to figure it out yourself
fair enough
i still thank you for your help, we will figure it out π
It's fixed! It works now π
I wonder if there is a way to determine if uniform is visible in TI or not through config value?
Or is it texture material thing?
Should be Material
mat
_TI? not sure
yeah
kk
Thanks. I guess I'm out of luck to guess through script if uniform is invisible in TI
I'll ask again. Does anyone know how do I implement ACE3 earplugs into my units coonfig? I mean most of Vanilla units get earplugs automaticly. How doeas ACE3 add earplugs to units? I'll be most thankfull for any info.
add them to unit loadouts?
if your mod requires ace add it directly to your config if not add to compatiblity config
Oh, I havent tought of a compatibility config. Thanks for the idea.
BTW I'm using reskined AAF units, does that mean that I have to still make a compat. config
respawnLinkedItems[] = {"ACE_EarPlugs"};``` in soldiers config, and thats it, probably easier to add it to base class ( your own base class ) so you dont have to add it to every unit
reskined AAF, well if they inherit from AAF classes 1:1 then I guess not
not really, unless you add dependency, but it will throw errors in rpt
Units inherit everything from vanilla units
Oh so if I include ace3 earplugs in the Items an respawn item I'll just risk having some rpt errors?
and so do they get the earplugs or not?
to be clear if your mod does not require ace3 dont add it directly
to be clear if your mod does not require ace3 dont add it directly
make compatiblity addon then and add it there
It doesn't need ACE3 no. Compatibility addon it is. Hvala Jastreb. ;)
It doesn't need ACE3 no. Compatibility addon it is. Hvala @kindred moss. ;)
Nema na Δemu π
How does game defines that items\vehicle requires DLC, it is not just "DLC" value in the config, right?
the nameof the addon is listed in 1) mission.sqms and 2) config.cfgPatches. if you don't have the dlc, you dont have the addon.
@dusk jungle there might be a IRvisibility parameter in the uniform class for AI
@hard chasm But you have DLC items in the mission even if you don't own the DLC. I meant how game decides if item or vehicle needs DLC, there is DLC = "Mark" value in CfgVehicles\CfgWeapons, but is it just it?
It's probably in some place that's not accessible from a mod otherwise people would just be able to "patch" it out π
in making new patches for arma which config should i use
Is there a script like the randomised headgear but for uniforms?
"if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};"
You can easily make one yourself
But you have DLC items in the mission even if you don't own the DLC
that statement defies all logic. if the mission needs to use items only available in the dlc , then ummm, errrr, it needs the dlc!
GUI quesiton, does anyone know of a way to change the left and right arrow pictures to be diffrent to each other. I swear I've done it before trying to get a muted / full volume pic: http://i.imgur.com/gTLX8GX.png
can i reconfig the spar for use with diffrent magazine?
as in different mag model or different ammo?
model no, not even if you had mlod it doesnt work in arma no mag proxies
ammo yes, make config patch and change magazines array in its config, but I dont know if it will shoot properly, or zeroing might get all wrong
I want to make the spar 14.5" take more types of mags. at the moment it can only be used with the drum magazine, I want it to take the normal 30 round one. do you think its easy to be done?
added estimation formula to calculate fuelcapacity value for ground vehicles (not sure how it works for planes and helicopters or boats) https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#fuelCapacity
I think it also takes fuel tank damage into account
That'll be interesting in light of the locational damage for fuel coming to fixed-wing
feel free to test it further sa-matra π
its certain that it will include hitFuel in future because
Added: A new Fuel hit point for tracked armored vehicles (so they can loose fuel) (WIP) on devbranch
i can say for certain that fuelconsumptionrate has no effect on tankx - it changed nothing whatsoever for them when changing it